(1) If a zombie attempts to harm the fort or anyone trying to protect the fort the curse will kill that zombie.

(2) If a zombie infects an npc they will share the zombie curse.

(3) Only player zombies have this effect. If a player zombie eats the brain of another player the 1st player is cured from this curse and the 2nd player becomes cursed. A player zombie can eat the brains of a dead player, curing himself and bringing the dead player back with this curse.

(4) npc zombies cannot infect a player but can infect other npcs.

(5) The zombie curse can be lifted by magic, but zombies cannot use magic.

worst.curse.EVER.

(6) A player zombie can control npc zombies.

Note: these are the rules of my zombie curse, if another player creates a different zombie curse/plague they can make different rules for it.

I cast the spell RMKE, giving me control over the game until the new fort dies. This spell can only be casted during long periods between updates (~1 week).

Stat Buffs and Debuffs will be handled similarily to the EBF series, which means buffs will slowly degrade over time (5% per turn). HP alteration buffs/debuffs are banned. Also, the siegers can receive stat debuffs and buffs. Attacks will be buffed/nerfed as I see fit. If I do not understand what an attack does, I will request an explanation, and damage will be delayed. If an explanation is not given, the attack will be negated.

Considering the average amount of attacks per day seems to be 4, I’ll update now.

Repairs Buff has been added. Heals the fort’s HP for half of how much HP it has, recruits a few more every turn. 2k HP.
Defense Debuff has degraded to -25%. Debuffs only apply to the exterior of the fort, so killing Repairmen won’t entitle you to extra damage due to lowered defense.

Debuff added: Inferno. All fort-related things take a percentage between 2% and 10% of their remaining HP every update. It will end after 4 turns, and the max damage it can possibly do will decrease by 1% each update.

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